Files
JGL/include/JGL/JGL.h
Redacted 5fc4914180
Some checks failed
Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 1m45s
fix logger
2024-09-17 23:19:55 -04:00

185 lines
11 KiB
C++

/// Josh's Graphics Library
/// A C++20 Library for rendering 2D and 3D primitives in an OpenGL context.
/// Developed and Maintained by Josh O'Leary @ Redacted Software.
/// Special Thanks to William Tomasine II and Maxine Hayes.
/// (c) 2024 Redacted Software
/// This work is dedicated to the public domain.
/// @file JGL.h
/// @desc All JGL usable functions are defined here. This is the public API.
/// @edit 2024-07-16
#pragma once
#include <string>
#include <Color4.hpp>
#include <JGL/types/Texture.h>
#include <JGL/types/Enums.h>
#include <JGL/types/FontCache.h>
#include <JGL/types/Font.h>
#include <JGL/types/RenderTarget.h>
#include <J3ML/LinearAlgebra.hpp>
#include <J3ML/LinearAlgebra/Vector2.hpp>
#include <J3ML/LinearAlgebra/Vector3.hpp>
#include <J3ML/Geometry/Sphere.hpp>
#include <J3ML/Geometry/Capsule.hpp>
#include <J3ML/Geometry/Triangle2D.hpp>
/// OpenGL Wrapper for rendering 2D & 3D graphics in both a 2D and 3D context.
namespace JGL {
using namespace J3ML::LinearAlgebra;
using namespace J3ML::Geometry;
void Update(const Vector2& window_size);
inline void PurgeFontCache() { fontCache.purgeCache(); }
std::vector<GLfloat> OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far);
/// Drawing functions for primitive 2D Shapes.
namespace J2D {
/// Open a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
/// @note This call may not strictly be necessary on some setups, but is provided to keep the API constant.
/// It is recommended to always open a JGL 2D context to render your content, then close when completed.
/// This keeps our code from, say, clobbering the OpenGL rendering context driving 3D content in between our calls.
void Begin(RenderTarget* render_target = nullptr, bool clear_buffers = false);
/// Closes a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
/// @see Begin().
void End();
/// Plots a single pixel on the screen.
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
/// @param coordinates The pixel-point on-screen at which to plot the pixel.
void DrawPoint(const Color4& color, const Vector2& coordinates, float radius = 1.f);
void DrawPoint(const Color4& color, float x, float y, float radius = 1.f);
/// Plots a line (segment) on the screen.
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
/// @param A The starting point of the line segment.
/// @param B The end point of the line segment.
/// @param thickness The width at which to render the line.
void DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness = 1);
void DrawLine(const Color4& color, float x1, float y1, float x2, float y2, float thickness = 1);
///Draws a line with a gradient that transitions across it.
void DrawGradientLine(const Color4& color_a, const Color4& color_b, const Vector2& A, const Vector2& B, float thickness = 1);
void DrawGradientLine(const Color4& color_a, const Color4& color_b, float x, float y, float w, float h, float thickness = 1);
/// Draws an outline of a rectangle on the screen.
void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
/// Draws a filled rectangle on the screen.
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
/// Draws a filled rectangle where the color transitions across it.
void FillGradientRect(const Color4& color1, const Color4& color2, const Direction& gradient, const Vector2& pos, const Vector2& size);
/// Draws a filled rectangle with rounded corners on the screen.
void FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
void DrawRenderTargetAsSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
/// @param texture
/// @param position
/// @param origin The center point around which the image should have all transformations applied to it.
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
/// @param rad_rotation A float representing the rotation of the sprite where 0 is no rotation and 1 is the maximum rotation (would look the same as 0).
/// @param color A 32-bit RGBA value represented as four unsigned 8-bit integers.
/// @param inversion inverts the texture only.
/// @see class Texture
void DrawSprite(const Texture& texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
void DrawSprite(const Texture& texture,
float positionX, float positionY,
float rad_rotation = 0,
float originX = 0, float originY = 0,
float scaleX = 1, float scaleY = 1,
const Color4& color = Colors::White,
Direction inversion = Direction::None);
/// Draws a piece of a sprite to the screen, similar to DrawSprite.
/// @param texture
/// @param position
/// @param sub_texture_position The top left corner of the sub-texture to be drawn.
/// @param sub_texture_size The size of the sub-texture in px.
/// @param origin
/// @param scale
/// @param color
/// @param inversion
void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
void DrawPartialSprite(const Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX, unsigned int sub_texture_sizeY,
float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
/// To save v-ram, Use if a sprite would be identical if mirrored horizontally, vertically, or both. For example, a circle.
/// Assumes the input texture is the top left quadrant. You can use "SoftwareTexture" to invert it correctly so that's the case.
/// @param texture
/// @param position
/// @param mirror_axis The axes to mirror across, Vertical and Horizontal or both only.
/// @param rad_rotation The rotation of the final result.
/// @param origin The point at which transformations are done about.
/// @param scale
/// @param color
void DrawMirrorSprite(const Texture& texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
/// Draws an outline of a circle on the screen.
void OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
/// Draws a filled circle on the screen.
void FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 8);
/// Draws an outline of a triangle on the screen.
/// @param color
/// @param tri
/// @param thickness
void OutlineTriangle(const Color4& color, const Triangle2D& tri, float thickness = 1);
void OutlineTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC, float thickness = 1);
/// Draws a filled triangle on the screen.
void FillTriangle(const Color4& color, const Triangle2D& tri);
void FIllTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC);
/// Draws a triangle where each corner is defined by a given color, Smoothly transitioning between them.
void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
void DrawCubicBezierCurve(const Color4& color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
int subdivisions = 10, float thickness = 1);
/// Draws a series of points where the last point always connects to the first point.
void OutlinePolygon(const Color4& color, const std::vector<Vector2>& points, float thickness = 1);
/// Draws a text string on the screen with a given point-size and font.
void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
/// TODO Implement the following. These ones are going to be extremely annoying.
void FillPolygon(const Color4& color, const std::vector<Vector2>& points);
void FillTexturedPolygon();
void OutlineRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, float thickness = 1);
void FillTexturedTriangle();
}
/// Drawing functions for primitive 3D Shapes.
namespace J3D {
void Init(const Vector2& window_size, float fov, float far_plane);
void ChangeFOV(float fov);
void ChangeFarPlane(float far_plane);
void Begin();
void End();
void SetMatrix(const std::vector<GLfloat>& matrix, const Vector2& window_size);
void DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness = 1);
void FillSphere(const Color3& color, const Sphere& sphere);
void WireframeSphere(const Color3& color, const Sphere& sphere, float thickness = 1);
void FillOBB(const Color3& color, const OBB& obb);
void WireframeOBB(const Color3& color, const OBB& obb, float thickness = 1);
void FillCapsule(const Color3& color, const Capsule& capsule);
void WireframeCapsule(const Color3& color, const Capsule& cap, float thickness = 1);
void FillTriangleMesh(const Color3& color, const TriangleMesh& mesh);
void WireframeTriangleMesh(const Color3& color, const TriangleMesh& mesh, float thickness = 1);
void DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font, const EulerAngle& angle = {0, 0, 0}, bool draw_back_face = false);
void DrawSprite();
void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
void DrawMatrixGizmo (const Matrix4x4&);
void DrawAxisAngleGizmo (const AxisAngle&, const Vector3&);
void DrawQuaternionGizmo (const Quaternion&, const Vector3&);
}
}